

Ah yeah, fair enough.
@[email protected] you might want to look into disabling error reporting in production 👍
Ah yeah, fair enough.
@[email protected] you might want to look into disabling error reporting in production 👍
There’s a submission link on the top of the page
Search seems broken. The following gives me a “Something went wrong” page
STOP I can’t afford to know this stuff exists right now!
Also curious. I left Mullvad because they stopped supporting port forwarding. Proton seemed like the best second option privacy/feature/price wise at the time. IVPN was touted highly around that time, but it appears they have also phased out port forwarding
You’re sick, he’s sick, we’re all sick! SICK!
Yeah, I suppose that may be it. Thanks for the insight.
Am I missing something? Nothing in the ML thread you were in reads remotely close to flaming to me.
Debian has all the updated packages one needs for gaming just as well as the other distros.
Yes and no, but I agree with the overall sentiment. Debian is entirely fine for gaming.
People in this thread have very interesting ideas of what “shit hardware” is
I’ve become a big fan of mini PC’s for home server use these days (with NAS systems for storage duties). Low power, low heat, low noise, and very affordable.
Beelink on Amazon makes a good selection of them. Always watch for sales. I have several of their machines and have been pleasantly surprised by all of them. The latest addition was one of their N95 systems with 8GB of memory. It hosts Jellyfin, Deluge, Wireguard (client and server), dns, forgejo, etc.
There hasn’t been a packaged release in a while. The repo updated last week, though. Not everything needs a high release cadence.
The most common alternative is probably Bottles
Reasons are usually just newest kernel/mesa/etc. Most of the time the difference is very small, and often inconsequential. However, every now and again there is a major development that might make it worth it (IE: The graphics pipeline that all but made dxvk-async obsolete)
I see you all over this thread and I want to share something you might find interesting.
You keep mentioning the server can’t handle the anti cheat because it needs to trust client data. Here’s an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?
Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?
As a C# developer on Linux, I wish this was more true than it is. Working on a multi project dotnet solution in VSCode is still far behind Visual Studio / Jetbrains Rider.
Its also worth pointing out that the more you add to VSCode, the slower it becomes. If you add the toolkits to make it compete with Jetbrains products, it isn’t nearly the same lightweight editor anymore.
Won’t speak to Webstorm, but hard disagree when it comes to Rider. VSCode/Zed really fit into an entirely different category from Jetbrains IDE’s. Lightweight editors vs full fat development environments. There are use cases for each.
The truth about abs workout and diet is the same order tonight and tomorrow is fine but most importantly I will send you the best way to get the latest Flash player to play with my family 😁🐱
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The plugins would almost certainly work in a VM, but I imagine that latency would become a big headache. For my purposes, I picked up a Beelink mini pc and called it a day.
…What are you talking about?